• Title/Summary/Keyword: AR %3A Augmented Reality

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ARtalet for Digilog Book Authoring Tool - Authoring 3D Objects Properties (디지로그 북 저작도구 ARtalet - 3 차원 객체 속성 저작)

  • Ha, Tae-Jin;Lee, Youg-Ho;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.314-318
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    • 2008
  • This paper is about an authoring interface for augmented/mixed reality based book, specifically authoring 3D objects properties of Digilog book. We pursue even normal users with non-professional knowledge for programming can make the Digilog book easily. An authoring interface 3D object properties includes a manipulator as an input device and 3D contents authoring parts. As an interface design metaphor, existing GUI interface, already familiar to computer users, are referenced. The manipulator generates continuous/discrete input signal are necessary for authoring interface. Contents authoring part performs selection, positioning, scaling, coloring, copy of virtual objects using the input signal of the manipulator. Also users can exploit already existing GUI interface metaphor including pointing, click, drag and drop, and copy techniques with the manipulator. Therefore we think our AR authoring system can support rapid and intuitive modification of properties of virtual objects.

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Medical Service Based on AR and VR (가상 증강현실 기반의 의료서비스)

  • Yeon, YunMo;Woo, SungHee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.803-806
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    • 2016
  • 'Pokemon Go',which is game program, provides a clue to solve the problem of healthcare in the sense of leading changes in behavior of the users. 'Pokemon Go'is a spin-off of the $Pok{\acute{e}}mon$ game series and uses Augmented Reality(AR) technology. AR, which can be said to complement the real world, has been used in many fields such as medical applications, broadcasting, manufacturing, the mobile sector as a wide range of technologies. In particular, the medical field as area of the active application from the start of AR, provides a great help in medical fields, that is accurate medical diagnosis and prevention of unnecessary dissection by synthesizing the patient information and the image of actual patient on three-dimensional data of the sensor such as MRI or ultrasonic wave. In this study, we analyze the VR technology trends, application examples, and the future of VR and AR based medical services in healthcare.

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Offline Camera Movement Tracking from Video Sequences

  • Dewi, Primastuti;Choi, Yeon-Seok;Cha, Eui-Young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.05a
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    • pp.69-72
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    • 2011
  • In this paper, we propose a method to track the movement of camera from the video sequences. This method is useful for video analysis and can be applied as pre-processing step in some application such as video stabilizer and marker-less augmented reality. First, we extract the features in each frame using corner point detection. The features in current frame are then compared with the features in the adjacent frames to calculate the optical flow which represents the relative movement of the camera. The optical flow is then analyzed to obtain camera movement parameter. The final step is camera movement estimation and correction to increase the accuracy. The method performance is verified by generating a 3D map of camera movement and embedding 3D object to the video. The demonstrated examples in this paper show that this method has a high accuracy and rarely produce any jitter.

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Expanded Exit-Pupil Holographic Head-Mounted Display With High-Speed Digital Micromirror Device

  • Kim, Mugeon;Lim, Sungjin;Choi, Geunseop;Kim, Youngmin;Kim, Hwi;Hahn, Joonku
    • ETRI Journal
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    • v.40 no.3
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    • pp.366-375
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    • 2018
  • Recently, techniques involving head-mounted displays (HMDs) have attracted much attention from academia and industry owing to the increased demand for virtual reality and augmented reality applications. Because HMDs are positioned near to users' eyes, it is important to solve the accommodation-vergence conflict problem to prevent dizziness. Therefore, holography is considered ideal for implementing HMDs. However, within the Nyquist region, the accommodation effect is limited by the space-bandwidth-product of the signal, which is determined by the sampling number of spatial light modulators. In addition, information about the angular spectrum is duplicated over the Fourier domain, and it is necessary to filter out the redundancy. The size of the exit-pupil of the HMD is limited by the Nyquist sampling theory. We newly propose a holographic HMD with an expanded exit-pupil over the Nyquist region by using the time-multiplexing method, and the accommodation effect is enhanced. We realize time-multiplexing by synchronizing a high-speed digital micromirror device and a liquid-crystal shutter array. We also demonstrate the accommodation effect experimentally.

A Study on the Cognitive Potential of Pre-school Children with AR Collaborative TUI

  • Deng, Qianrong;Cho, Dong-min
    • Journal of Korea Multimedia Society
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    • v.25 no.4
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    • pp.649-659
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    • 2022
  • The most important factor in pre-school children's psychological perception is ease of learning, and the closest measure is "natural" interaction. This study aims to explore the potential of tangible user interfaces (TUI) for AR collaboration for children's cognitive development. The conceptual model is constructed by analyzing physical interaction, spatial perception and social collaboration on the usability of TUI, to explore the role of TUI in pre-school children's cognition. In the empirical study, children aged 3-6 were taken as research objects. The experimental tool is "Plugo" education application. Parents answered questionnaires after observing their children's use. Research shows that physical interaction are the most critical factor in TUI. TUI is beneficial to the cultivation of spatial ability. The results are as follows: 1. Cronbach's Alpha and KMO were 0.921 and 0.965, which were significant and passed the reliability and validity test. 2. Through confirmatory factor analysis (model fit index, combinatorial validity), we found that physical interaction were closely related to usability. 3. The path analysis of the relationship proves that usability has a significant impact on the cultivation of pre-school children's spatial ability.

AI-Based Object Recognition Research for Augmented Reality Character Implementation (증강현실 캐릭터 구현을 위한 AI기반 객체인식 연구)

  • Seok-Hwan Lee;Jung-Keum Lee;Hyun Sim
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.6
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    • pp.1321-1330
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    • 2023
  • This study attempts to address the problem of 3D pose estimation for multiple human objects through a single image generated during the character development process that can be used in augmented reality. In the existing top-down method, all objects in the image are first detected, and then each is reconstructed independently. The problem is that inconsistent results may occur due to overlap or depth order mismatch between the reconstructed objects. The goal of this study is to solve these problems and develop a single network that provides consistent 3D reconstruction of all humans in a scene. Integrating a human body model based on the SMPL parametric system into a top-down framework became an important choice. Through this, two types of collision loss based on distance field and loss that considers depth order were introduced. The first loss prevents overlap between reconstructed people, and the second loss adjusts the depth ordering of people to render occlusion inference and annotated instance segmentation consistently. This method allows depth information to be provided to the network without explicit 3D annotation of the image. Experimental results show that this study's methodology performs better than existing methods on standard 3D pose benchmarks, and the proposed losses enable more consistent reconstruction from natural images.

Investment Process of Start-up: A Case Study of LetinAR (스타트업의 초기 투자유치 프로세스: (주)레티널 사례를 바탕으로)

  • KIM, HA YOUNG;BAE, TAE JUN;WON, CHI WOON
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.14 no.6
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    • pp.119-130
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    • 2019
  • Although a well-established line of research has addressed the funding decision, the activities of investee startups to receive funding have been overlooked because prior research has been conduced from investor's point of view. In addition, funding does not result from one off decisions but from decision process with many stages. Moreover, the emphasis placed on specific investment criteria varies by different stages during the process. Therefore, understanding the initial funding of startups requires to analyze the strategic behaviors of startups throughout the entire funding decision process from first meeting with investors to funding success. This study investigates the initial funding process of startups, and the analysis is based on a case study of LetinAR one of the successful startups founded by students in South Korea. This study investigates how early start-ups were able to receive funding from startup's point of view, and the analysis is based on a case study of LetinAR, an augmented reality(AR) startup using Pin mirror technology. By adding "legitimacy building" stage that had not been addressed previously, we divided funding process into four stages: 1) legitimacy building, 2) familiarization, 3) screening, and 4) bargaining phase. We did not only analyze major criteria, but also strategic activities of startup at each stage. This study makes a contribution by helping us understand complicated process of funding and the successful strategic behavior of investor backed startups.

Case Study of Short Animation with Facial Capture Technology Using Mobile

  • Jie, Gu;Hwang, Juwon;Choi, Chulyoung
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.3
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    • pp.56-63
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    • 2020
  • The Avengers film produced by Marvel Comics shows visual effects that were impossible to produce in the past. Companies that produce film special effects were initially equipped with large personnel and equipment, but technology is gradually evolving to be feasible for smaller companies that do not have high-priced equipment and a large workforce. The development of hardware and software is becoming increasingly available to the general public as well as to experts. Equipment and software which were difficult for individuals to purchase before quickly popularized high-performance computers as the game industry developed. The development of the cloud has been the driving force behind software costs. As augmented reality (AR) performance of mobile devices improves, advanced technologies such as motion tracking and face recognition technology are no longer implemented by expensive equipment. Under these circumstances, after implementing mobile-based facial capture technology in animation projects, we have identified the pros and the cons and suggest better solutions to improve the problem.

A Real-time Virtual Imaging System (실시간 가상이미징 시스템)

  • 남승진;오주현;박성춘
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2002.11a
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    • pp.269-274
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    • 2002
  • 최근에 TV의 축구, 야구와 같은 스포츠 중계 방송에서 팀의 로고나 점수, 거리와 같은 그래픽 정보를 운동장에 합성시켜 보여주는 새로운 기술이 사용되고 있다. 이는 증강현실(AR: Augmented Reality)의 한 분야인 실시간 이미징 합성 기법을 사용한 것으로서 일반적으로 가상이미징 시스템이라 불리운다. 본 논문에서는 방송용 카메라의 렌즈와 팬(pan), 틸트(tilt) 축에 센서를 부착하여 이를 해석함으로써, 실시간으로 3차원 그래픽 좌표계의 가상 카메라를 제어하는 센서기반 가상이미징 시스템의 구현 결과와 관련기술을 소개한다. KBS 기술연구소에서는 실시간 가상이미징 시스템을 개발하여 'VIVA(Virtual Imaging & Virtual Advertising)'라 이름지었다. 이 시스템은 렌즈 데이터에 근거하여 카메라 캘리브레이션을 수행하며, 주밍(zooming)시 발생하는 카메라의 시점(view point) 변화를 반영하여 원거리 촬영이 이루어지는 스포츠 중계뿐만 아니라 보다 정확성이 요구되는 스튜디오 내의 근거리 프로그램 제작에도 사용이 가능하다. 합성되는 그래픽은 실세계와 같은 완전한 3차원 좌표 공간에 놓이게 되며, 월드 좌표계와 카메라 좌표계를 이용하여 사전 제작된 오브젝트들을 원하는 곳에 위치시킬 수 있다. 실사와 그래픽의 효과적인 합성을 위하여 오버레이(overlay) 모드는 물론 알파키(alphakey)와 크로마키(chromakey)를 조합한 모드를 사용하였다. VIVA는 2002년 부산 아시안 게임에서 수영과 양궁 중계에 활용하였다.

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Development of BIM and Augmented Reality-Based Reinforcement Inspection System for Improving Quality Management Efficiency in Railway Infrastructure (철도 인프라 품질관리 효율성 향상을 위한 BIM 기반 AR 철근 점검 시스템 구축)

  • Suk, Chaehyun;Jeong, Yujeong;Jeon, Haein;Yu, Youngsu;Koo, Bonsang
    • Korean Journal of Construction Engineering and Management
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    • v.24 no.6
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    • pp.63-65
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    • 2023
  • BIM and AR technologies have been assessed as a means of enhancing productivity within the construction industry, through the provision of effortless access to critical data on site, achieved via the projection of 3D models and associated information onto actual structures. However, most of the previous researches for applying AR technology in construction quality management has been performed for construction projects in general, resulting in only overall on-site management solutions. Also, a few previous researches for the application of AR in the quality management of specific elements like reinforcements focused only on simple projection, so conducting specific quality inspection was impossible. Hence, this study aimed to develop a practically applicable BIM-based AR quality management system targeted for reinforcements. For the development of this system, the reinforcement inspection items on the quality checklist used at railway construction sites were analyzed, and four types of AR functions that can effectively address these items were developed and installed. The validation result of the system for the actual railway bridge showed a degradation of projection stability. This problem was solved through model simplification and enhancement of the AR device's hardware performance, and then the normal operation of the system was validated. Subsequently, the final developed reinforcement quality inspection system was evaluated for practical applicability by on-site quality experts, and the efficiency of inspection would significantly increase when using the AR system compared to the current inspection method for reinforcements.